[Pinned] [CS] Ranger-Captain Vaelrin Firestorm

A man known for acting first and thinking later. Enigmatic and elusive, he leads the unit known as the Pathfinders. Vaelrin serves as the Archon's dagger, a blade used only when in need to stealth and take their enemies by surprise. A cold yet cunning man that serves and fights with the only mindset to overthrow their enemies and bring victory each and every time.

Black Reavers Heavy Crossbows :These expert brawlers are the Dread Captain’s finest fighting forces. They can come equipped with dual-wielding or crossbow varients. Good melee fighters and good at dealing poison and full damage to fortified. Black Reavers will forgo their wicked blades and take up a Heavy Crossbow instead, dealing full damage to fortified targets but decreasing their troop HP by -20.

Vile Toxins[1]Cost: 1 Commander PointBonus: The Black Reavers coat their weapons in a vile toxin for the next two turns, making their non-boss targets unable to move when attacked.

Cruel Games[Passive]Cost: 2 Commander PointsBonus: If the Black Reavers are defeated in battle they may resurrect themselves back to 50% HP, but the player must roll a 1d4. If they roll a 4, then the Black Reavers have turned their coats and are now working for the enemy faction!

| COMMANDER POINTS: 6 |Act 4 Bonus Grants 1 Commander Point

Ranging ToolsCost: 1 Commander PointBonus: At the end of each turn, Pathfinder units may attempt to replenish lost soldiers by rolling a 1d15. Whatever rolled will be added back into their health pool.“When you’re a farstrider, you need to have the proper equipment for it.”

War PaintCost: 1 Commander PointBonus: Increases troop total by +15 and increases max and mod damage by 5.“Alleria Windrunner often had her rangers paint their faces. They knew that even orcs could know fear.”

Flare[Passive]Cost: 1 Commander PointBonus: The Ranger attempts to flush out up to two stealthed units. Roll 1d20 where an 8+ is considered successful. “A bright light can be as deadly as any arrow.”

Elkwood War-horn[1]Cost: 1 Commander PointBonus: Add a 25hp shield. May be used as an instant.“The great bellow of a Elkwood War-horn reinvigorates the most seasoned of Farstriders.”

Oakvale HunterCost: 1 Commander PointBonus: Increase max damage by 10.“The hunters of Oakvale are efficient and clean. They never fail to capitalize on opportunities presented.”

Blackwood SilversmithingCost: 1 Commander PointBonus: Increases the mod damage by 10.“The smiths of House Blackwood are accomplished rangers in their own right and their silvered armor is lite and easy to maneuver in.”

Character Stats:+5 to Combatant, Resourceful [Passive]: Grants an additional use to every class ability.Flaming Shot[2]: Fire a flaming shot at a target for a roll of 1d25. Then roll a 1d2 to see if the arrow ignites the target for half the total damage dealt. 1= Success, 2=fail.

Character Role: CommanderPrestige Class: Dread CaptainCunning and swift, the Dread Captain often favors being aboard the deck of a ship over dry land. While they are capable of delivering powerful assistance on land, at sea these raiders are a force to be reckoned with. Years spent on Azeroth’s harsh oceans have honed the naval combat skills of these salty seasoned veterans. They have learned how to rally those around them and empower them with a fierce resolve, bringing an inspiring level of cooperation to people reputed for their individualism, greed, and glory-seeking.

Companion Strike[3]: The hunter uses its animal companion to aid them in their assault. This skill may be used at range. Deal 3d10+10 damage to an enemy. If the total damage dealt exceeds 25, deal an additional 5 damage.Range: Melee for animal companion

Nightshade Venom[3]: The hunter coats their weapon with nightshade venom. Deal 1d15+5 damage on a target and for three turns deal 1d5+5 damage each turn. In the event the enemy attempts to heal the target, the healing is nullified and the target takes 10+5 damage.

Snipe[2]: The hunter uses a steadied and deadly shot to slay an enemy. Deal 2d15+10 damage to a single target. Damage is doubled if the target is CC’d.Range: 40ft

Prestige Abilities:Captain on Deck[Passive]: The Dread Captain gains a 15ft aura that increases base damage by +2 and crit damage +5 for all players within it. Units cannot be stealthed while within the aura.Range: Self

“Let it fly!”[2]: The Dread Captain may choose an ally player within 35ft to gain an additional turn in the same round as the Pirate-Lord. This skill may be used in Commander Mode.Range: 35ft

V I C E S & V I R T U E S

Race | Blood ELfYour people are known for their innate magical aptitude and determination to survive.

Arcanic Affinity

You have a +4 to Arcane based challenge checks.

Beautiful

Increases your character’s charm rolls by +2.

Background | MerchantSelf-made, successful, and have learned the value of negotiation and a good deal. You are someone who has made a life for yourself based on your own wits and skills.

Bribery

Your character may spend fortified essences to increase your social rolls by +2 for each essence used. Your character may also attempt to calm an enraged NPC if outside of a diplomatic engagement by rolling a 1d20>12 etiquette roll

Raconteur

Increases your character’s persuasion rolls by +2

Character | CunningWhenever your character is successful in a social challenge roll, roll an additional 1d3 to see if it removes an additional DP from the target. A roll of 1 is considered to be a success.

Raid Bonus

Athletic | Nighthold

Allows your character to reroll a failed sprint check. (Only one success per event)

Adventurer | Emerald Nightmare

Allows the player to reroll an initiative roll once per event. They will keep the second of the two rolls.

V i r t u e s

Swift

Increases your character’s walk and sprint by +5ft.

Dexterous

Your character has a +2 to physical challenge checks

Swagger

Increases your character’s seduction rolls by +2.

Manipulator

Replaces plead with Lie. Lies have a -4 threshold to social challenge checks, but the target lied to may attempt to roll perception to determine if they can see through the lie. A 70+ is required to detect the lie. If detected, the liar takes 2 DP damage.

Expert

Your character may choose to reroll any ability used in combat. They will keep the second of the two rolls. (Can only be used once per event)

Survivor

Decreases your character’s wound rolls by -2.

V i c e s

Crass (II)

Your character cannot successfully pass an etiquette challenge check.

Mean (I)

Your character's plead and persuasion attempts have a +4 to their threshold.

Stubborn (II)

At the start of diplomacy, you must pick a single type of social challenge rolls. You can only use that type of social challenge rolls for the remainder of the event.

Wanton (II)

If an opponent rolls a successful charm or seduction roll, it deals double the DP damage during diplomacy. In combat, it stuns your character for a turn.

Old (I)

Increases wound duration by +1 week.

Shy (I)

Your character's social challenge rolls have a +2 threshold.

Weakness to Shadow (I)

(Negates Touched by Shadow) Your character suffers a -8 to shadow challenge checks.

Reckless (I)

Whenever your character fails a CC check they take an additional 1d10+5 damage.